export class RenderPassBloom { constructor(device: any, sourceTexture: any, format: any); bloomTexture: any; lastMipLevel: number; bloomRenderTarget: any; textureFormat: any; renderTargets: any[]; sourceTexture: any; destroy(): void; destroyRenderTargets(startIndex?: number): void; destroyRenderPasses(): void; createRenderTarget(index: any): any; createRenderTargets(count: any): void; calcMipLevels(width: any, height: any, minSize: any): number; createRenderPasses(numPasses: any): void; onDisable(): void; frameUpdate(): void; }